Hi all,
I've made a simple geometry, a torus with N vertices for each of his rings,
quads between both rings, no bottom, no top, ..well, a tube... ^_^
every vertice has exactly one index, so if for example I have N=3 I have a
tube with 3 sides, 3 vertices on every side, indexed 1, 2, 3, 4, 5, 6
I want to make texture coordinates.. I did the following :
tex->addValue(Vec2f(0,0));
tex->addValue(Vec2f(1.f/3,0));
tex->addValue(Vec2f(2.f/3,0));
tex->addValue(Vec2f(0,1));
tex->addValue(Vec2f(1.f/3,1));
tex->addValue(Vec2f(2.f/3,1));
The result is a texture stretched over 2 faces and another sample for the
third face (which seems logic)
But this is not what I want.. I need just one sample of the texture
stretched over the whole mesh..
The Problem is that I could write
tex->addValue(Vec2f(0,0));
tex->addValue(Vec2f(1.f/3,0));
tex->addValue(Vec2f(2.f/3,0));
tex->addValue(Vec2f(1,0));
...
..if the first/last vertex was indexed twice.. which is not the case, and I
would like to keep my indexing like it is^^
..is there another way?
any help is appreciated
Victor
------------------------------------------------------------------------------
OpenSolaris 2009.06 is a cutting edge operating system for enterprises
looking to deploy the next generation of Solaris that includes the latest
innovations from Sun and the OpenSource community. Download a copy and
enjoy capabilities such as Networking, Storage and Virtualization.
Go to: http://p.sf.net/sfu/opensolaris-get
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users